In-depth interview, published today on GeForce.com website, sheds more light on GPU PhysX support, and various types of already implemented and upcoming physics effects (apart from other topics).

Lot of the stuff [uses] PhysX Particles, so when players are shooting at walls or other mechs you’re going to see debris, you’re going to see chunks of stuff go flying everywhere, looking very realistic, and those particles won’t just disappear, you’re going to see that stuff remaining on the ground, so when a mech takes a big jump off of a building and they land, and the ground cracks, and you see all the debris flying everywhere.

You’re actually going to be able to kick that around in your mech, and you’ll come around a corner and see devastation everywhere.

That’s one area we’re incorporating stuff. Another is the turbulence fields.

When people fire rockets you’ll see rocket smoke trails, and if somebody walks through it you’ll see the turbulence of that smoke actually move as another mech goes through that. We use it for effects, for battlefield smoke and steam, and as people walk through that you’re going to see it move and dissipate as something goes through it.